Esempio n. 1
0
File: let.py Progetto: i5o/letters
 def __init__(self):
     img = utils.load_image('abcd.png', True)
     wf = 0.0 + img.get_width() / 26.0
     self.h = img.get_height()
     x = 0.0
     y = 0
     self.w = int(wf)
     self.imgs = []
     for i in range(26):
         self.imgs.append(img.subsurface((int(x + .5), y, self.w, self.h)))
         x += wf
     self.x0 = g.sx(16) - 4 * self.w
     self.y0 = g.sy(2)
     self.y1 = self.y0 + 1.5 * self.h
     g.message_cxy = (g.sx(16), self.y0 + 1.25 * self.h)
     self.setup()
     self.ind = None
Esempio n. 2
0
    def display(self):
        g.screen.fill(self.colors[1])
        if not self.sugar:
            g.screen.fill((255, 255, 192))
            g.screen.blit(g.magician, (g.sx(0), g.sy(18.0)))
        cx = g.sx(26)
        cy = g.sy(5.0)
        utils.centre_blit(g.screen, g.target, (cx, cy))

        if g.aim > 0:
            self.display_n_glow(g.aim, (cx, cy))
        x, y = g.xy1
        pale = False
        if g.state == 2:
            pale = True
        for i in range(len(g.top)):
            x = self.display_n(g.top[i], (x, y), True, False, pale)
            x += g.sp1
        x, y = g.xy3
        for i in range(len(g.buffr)):
            m = g.buffr[i]
            if m == 'plus':
                g.screen.blit(g.plus, (x, y))
                x += g.plus.get_width()
            elif m == 'times':
                g.screen.blit(g.times, (x, y))
                x += g.times.get_width()
            elif m == 'equals':
                g.screen.blit(g.equals, (x, y))
                x += g.equals.get_width()
            else:
                x = self.display_n(g.buffr[i], (x, y))
            x += g.sp2
        if len(g.top) == 0:
            buttons.off(['plus', 'times'])
        buttons.draw()
        if not self.sugar:
            self.slider.draw()
        if g.state == 4:
            utils.centre_blit(g.screen, g.smiley, (g.sx(16), g.sy(12)))
        if g.score > 0:
            self.display_score()
        if not self.sugar and g.best > 0:
            utils.text_blit(
                g.screen, str(g.best), g.font2, g.best_c, utils.ORANGE)
Esempio n. 3
0
 def __init__(self, sugar, label, colors):
     self.sugar = sugar
     self.label = label
     self.colors = colors
     self.pics = []
     for ind in range(10):
         pic = utils.load_image(str(ind) + '.png', True)
         self.pics.append(pic)
     self.back = utils.load_image('back.png', True)
     self.front = utils.load_image('front.png', True)
     self.grey = utils.load_image('grey.png', True)
     self.star = utils.load_image('star.png', True)
     self.w = self.back.get_width()
     self.h = self.back.get_height()
     self.nr = g.nr
     self.nc = g.nc
     gutter = (g.sy(32) - self.nc * self.w) / (self.nc + 1.0) / 1.5
     self.locns = []
     ind = 0
     card = 0
     y = gutter
     pic = True
     x0 = (g.w - self.nc * (self.w + gutter)) / 2
     for r in range(self.nr):
         x = x0
         for c in range(self.nc):
             locn = Locn(x, y, r, c, ind, card, pic)
             self.locns.append(locn)
             x += (self.w + gutter)
             ind += 1
             card += 1
             if card == 10:
                 card = 0
                 pic = False
         y += (self.h + gutter)
     self.xn = x0 / 2
     self.yn = y
     self.green = None
     self.tries_cxy = (g.sx(3), g.sy(20.8))
     self.best_xcy = (g.sx(26.5), g.sy(20.8))
     self.star_xy = (self.best_xcy[0] - self.star.get_width() - 5,
                     g.sy(20.1))
     self.gutter = gutter
Esempio n. 4
0
 def ladder(self):
     if g.score > g.best:
         g.best = g.score
     if g.best > 11:
         cx = g.sx(30.55)
         cy = g.sy(13.25)
         utils.centre_blit(g.screen, g.star, (cx, cy))
         utils.display_number(g.best, (cx, cy), g.font2)
     if g.score > 0:
         n = g.score - 1
         if n > 11:
             n = 11
         g.screen.blit(g.ladder, (g.sx(26.95), g.sy(13.7)))
         x = g.man_x0 + n * g.man_dx
         y = g.man_y0 + n * g.man_dy
         g.screen.blit(g.man, (x, y))
         cx = x + g.man_sc_dx
         cy = y + g.man_sc_dy
         if g.score < g.best or g.best < 12:
             utils.centre_blit(g.screen, g.star, (cx, cy))
             utils.display_number(g.score, (cx, cy), g.font2)
Esempio n. 5
0
 def which_pile(self):
     y = squares[0].y
     dx = g.sy(.8)
     dy = g.d + g.space
     for r in range(1, 10):  # 1..9
         x = g.sx(.2)
         for i in range(1, piles[r] + 1):
             if i == piles[r]:
                 if utils.mouse_in(x, y, x + g.d, y + g.d): return r
             x += dx
         y += dy
     return 0
Esempio n. 6
0
def display():
    g.screen.fill((0,255,0))
    for img in g.imgs: # img from ImgClickClass (centred)
        img.draw(g.screen)
    if g.wrong:
        img=g.imgs[g.wrong_ind]
        utils.centre_blit(g.screen,g.wrong_img,(img.cx,img.cy))
        img=g.imgs[g.right_ind]
        utils.centre_blit(g.screen,g.glow[g.right_ind],(img.cx,img.cy))
    buttons.draw()
    ladder()
    g.screen.blit(g.magician,(g.sx(3.2),g.sy(18.2)))
Esempio n. 7
0
 def ladder(self):
     if g.score > g.best:
         g.best = g.score
     if g.best > 11:
         cx = g.sx(30.55)
         cy = g.sy(13.25)
         utils.centre_blit(g.screen, g.star, (cx, cy))
         utils.display_number(g.best, (cx, cy), g.font2)
     if g.score > 0:
         n = g.score - 1
         if n > 11:
             n = 11
         g.screen.blit(g.ladder, (g.sx(26.95), g.sy(13.7)))
         x = g.man_x0 + n * g.man_dx
         y = g.man_y0 + n * g.man_dy
         g.screen.blit(g.man, (x, y))
         cx = x + g.man_sc_dx
         cy = y + g.man_sc_dy
         if g.score < g.best or g.best < 12:
             utils.centre_blit(g.screen, g.star, (cx, cy))
             utils.display_number(g.score, (cx, cy), g.font2)
Esempio n. 8
0
 def display(self, wait=False):
     if g.state == 1:
         self.menu_display()
         utils.display_number(g.success, (g.sx(.2), g.sy(.15)), g.font2)
     else:
         if self.pj.complete():
             g.screen.blit(g.bgd, (g.sx(0), 0))
             utils.display_number(g.success, (g.sx(.5), g.sy(.5)), g.font1)
         else:
             #                g.screen.fill((g.red,g.green,g.blue))
             g.screen.fill(utils.CYAN)
         self.pj.draw()
         buttons.draw()
         if self.bu2.active:
             if self.pj.all_rotated():
                 self.bu2.off()
             else:
                 utils.centre_blit(g.screen, g.smiley1,
                                   (g.smiley1_x, g.smiley_y))
                 utils.centre_blit(g.screen, g.smiley2,
                                   (g.smiley2_x, g.smiley_y))
Esempio n. 9
0
 def setup(self, pj_n):
     self.pj_n = pj_n
     random.shuffle(self.pieces)
     self.carry = None
     self.next_group = 0
     fname = os.path.join('data', str(pj_n), 'pieces.txt')
     try:
         f = open(fname, 'r')
     except:
         print 'Peter says unable to load ' + fname
         return False
     for i in range(4):
         ignore = int(f.readline())
     n = 0
     factor = 32.0 / 1200.0
     for ind in range(self.total):
         n += 1
         pce = self.pce_from_index(ind)
         pce.cx0 = g.sx(factor * int(f.readline()))
         pce.cy0 = g.sy(factor * int(f.readline()))
         img = utils.load_image(str(n) + '.png', True, str(pj_n))
         if img == None: return False
         if img == None:
             print 'Peter says unable to load data/' + str(
                 pj_n) + '/' + str(n) + '.png'
             return False
         pce.img = img
         pce.rotated = None
         pce.group = 0
         pce.angle = random.randint(0, 3)
         if pce.angle > 0:
             pce.rotated = pygame.transform.rotate(pce.img, -pce.angle * 90)
     try:
         g.red = int(f.readline())
         g.green = int(f.readline())
         g.blue = int(f.readline())
     except:
         pass
     f.close
     self.layout()
     self.final = None
     self.ms = -1
     self.unrotating = False
     self.unrotate_time = 500
     if g.success > 2: self.unrotate_time = 50
     if g.success < 3:
         self.demo = random.randint(11, 14)
         pce = self.pieces[self.demo]
         pygame.mouse.set_pos([pce.cx, pce.cy])
         self.right_displaying = True
         self.rms = pygame.time.get_ticks(
         ) + 500  # need time for mouse to settle
     return True
Esempio n. 10
0
 def display(self):
     grey = 100
     g.screen.fill((grey, grey, grey))
     buttons.draw()
     g.screen.blit(g.help1, g.help1_xy)
     utils.display_number(g.count, (g.xc, g.yc), g.font2, utils.CREAM)
     colour = utils.YELLOW
     if g.helped > 5: colour = utils.RED
     utils.display_number(g.helped, (g.xc, g.yc + g.sy(6)), g.font1, colour)
     if g.finished:
         utils.centre_blit(g.screen, g.smiley, (g.sx(4), g.smiley_y))
     self.board.draw()
Esempio n. 11
0
def display_score():
    if pygame.font:
        text = g.font2.render(str(g.score), True, ORANGE, BLUE)
        w = text.get_width()
        h = text.get_height()
        x = g.sx(5.7)
        y = g.sy(18.8)
        d = g.sy(.3)
        pygame.draw.rect(g.screen, BLUE,
                         (x - d - g.sy(.05), y - d, w + 2 * d, h + 2 * d))
        g.screen.blit(text, (x, y))
        centre_blit(g.screen, g.sparkle,
                    (x - d + g.sy(.05), y + h / 2 - g.sy(.2)))
Esempio n. 12
0
 def buttons_setup(self):
     cx = g.sx(3.7)
     cy = g.sy(16.4)
     dx = g.sy(3.6)
     dy = g.sy(3.3)
     buttons.Button('cls', (cx, cy))
     cx += dx
     buttons.Button('run', (cx, cy))
     cx -= dx
     cy += dy
     buttons.Button('grid', (cx, cy))
     cx += dx
     buttons.Button('hide', (cx, cy))
Esempio n. 13
0
 def buttons_setup(self):
     cx1 = g.sx(1.5)
     cy1 = g.sy(1.5)
     cx2 = g.sx(32) - g.sy(1.5)
     cy2 = g.sy(19.8)
     buttons.Button('clear', (cx1, cy1), caption='clear', colour='yellow')
     buttons.Button('try', (cx2, cy2), caption='try', colour='yellow')
     buttons.Button('minus', (cx1, cy2), caption='dash', colour='yellow')
     buttons.Button('space', (cx1 + g.sy(3), cy2),
                    caption='space',
                    colour='yellow')
     buttons.Button('replay', (cx2, cy1), caption='replay', colour='yellow')
     dx = g.sy(2.4)
     bx = g.sx(16) - dx
     by = g.sy(20.2)
     buttons.Button('bk', (bx, by), True)
     bx += dx
     buttons.Button('blue', (bx, by), True)
     bx += dx
     buttons.Button('fd', (bx, by), True)
     buttons.Button('back', (g.sx(2), g.sy(18)), True)
     buttons.off(('fd', 'blue', 'bk', 'back'))
Esempio n. 14
0
File: utils.py Progetto: i5o/letters
def display_score():
    if pygame.font:
        text = g.font2.render(str(g.score), True, ORANGE, BLUE)
        w = text.get_width()
        h = text.get_height()
        x = g.sx(5.7)
        y = g.sy(18.8)
        d = g.sy(.3)
        pygame.draw.rect(g.screen, BLUE,
                         (x - d - g.sy(.05), y - d, w + 2 * d, h + 2 * d))
        g.screen.blit(text, (x, y))
        centre_blit(g.screen, g.sparkle,
                    (x - d + g.sy(.05), y + h / 2 - g.sy(.2)))
Esempio n. 15
0
 def display(self):
     g.screen.fill(self.colors[1])
     if not self.sugar:
         g.screen.blit(g.bgd, (g.sx(0), 0))
     self.let.draw()
     if self.sugar:
         self.back_button.set_sensitive(False)
         self.tick_button.set_sensitive(False)
     else:
         buttons.off(['back', 'tick'])
     if g.state in (2, 4):
         if len(self.let.ans) > 0:
             if self.sugar:
                 self.back_button.set_sensitive(True)
             else:
                 buttons.on('back')
         if len(self.let.ans) > 1:
             if self.sugar:
                 self.tick_button.set_sensitive(True)
             else:
                 buttons.on('tick')
     buttons.draw()
     #utils.display_number(g.state,(10,10),g.font1)
     if g.state == 3:
         ln = len(self.let.ans)
         if ln == 2:
             s = _('Your word scores one point.')
         else:
             s = _('Your word scores %s points.' % (str(2 ** (ln - 2))))
         utils.text_blit(g.screen, s, g.font2, g.message_cxy,
                         self.colors[0], False)
     if g.state == 4:
         s = _('Sorry, %s is not in my word list' % self.let.ans)
         utils.text_blit(g.screen, s, g.font2, g.message_cxy,
                         self.colors[0], False)
     if self.sugar:
         self.label.set_markup(
             '<span><big><b> %s (%s)</b></big></span>' % (str(g.score),
                                                          str(g.best)))
     else:
         if g.score > 0:
             s = _('Total: %s' % (str(g.score)))
             utils.text_blit(g.screen, s, g.font1, g.score_cxy,
                             self.colors[0], False)
         if g.best > 0:
             s = _('Best: %s' % (str(g.best)))
             utils.text_blit(g.screen, s, g.font1, g.best_cxy,
                             self.colors[0], False)
     if g.help_on:
         utils.centre_blit(g.screen, g.help_img, g.help_cxy)
Esempio n. 16
0
 def __init__(self):
     pic=utils.load_image('jig.jpg')
     nc=4; nr=3; w=pic.get_width()/nc; h=pic.get_height()/nr
     x0=g.sx(.5); y0=g.sy(2.2); npieces=nr*nc
     y=y0
     for r in range(nr):
         x=x0
         for c in range(nc):
             piece=Piece(pic.subsurface(x-x0,y-y0,w,h),x,y)
             pieces.append(piece)
             x+=w
         y+=h
     self.carry=None; self.empty=None; self.w=w; self.h=h
     self.shuffle()
Esempio n. 17
0
 def __init__(self):
     # oval letters
     self.azs = []
     s = g.sy(1.1)
     dx = g.xy0[0]
     dy = g.sy(.5)
     for ind in range(26):
         l = chr(ind + 97)
         x, y = letters_c[ind]
         y2 = int(g.imgf * y + g.sy(.1) + .5)
         y1 = y2 - s - s
         x = int(g.imgf * x + dx + .5)
         az = AZ(l, x - s, y1, x + s, y2)
         self.azs.append(az)
     # user input
     self.answer = ''
     self.cxy = (g.sx(16), g.sy(16))
     self.message = None
     self.message_c = (g.sx(16), g.sy(11))
     fname = os.path.join('data', 'countries.txt')
     f = open(fname, 'r')
     self.countries = []
     letters = ''
     for line in f.readlines():
         ch = line[:1]
         if ch not in letters:
             letters += ch
         self.countries.append(line.rstrip().split(','))
     self.no = []
     for i in range(ord('A'), ord('Z') + 1):
         ch = chr(i)
         if ch not in letters:
             self.no.append(ch)
     f.close()
     self.setup()
     self.finished = False
     g.countries = self.countries
Esempio n. 18
0
 def display(self):  # called each loop
     if g.big:
         g.screen.fill(self.colors[1])
         utils.centre_blit(g.screen, g.big_surface, (g.sx(16), g.sy(11.5)))
     else:
         if self.sugar:
             g.screen.fill(self.colors[1])
         else:
             g.screen.blit(g.bgd, (g.sx(0), 0))
         g.screen.blit(g.box, (g.x0, g.y0))
         g.screen.blit(g.box, (g.x1, g.y1))
         if not self.sugar:
             utils.centre_blit(g.screen, g.magician, g.magician_c)
         self.draw_goal()
         utils.centre_blit(g.screen, g.turtle,
                           (g.x0 + 4 * g.dd, g.y0 + 6 * g.dd))
         self.tu.draw()
         if self.tu.win:
             utils.centre_blit(g.screen, g.smiley, (g.sx(16.6), g.sy(2.2)))
             if self.sugar:
                 self.cyan_button.set_sensitive(True)
             else:
                 buttons.on('cyan')
             if not self.journal:
                 utils.save()
         self.draw_nos()
         if not self.sugar:
             buttons.draw()
             self.slider.draw()
         if g.score > 0:
             if self.sugar:
                 self.label.set_markup(
                     '<span><big><b> %s</b></big></span>' % (str(g.score)))
             else:
                 utils.display_score()
         utils.display_number1(g.pattern, (g.sx(2.4), g.sy(2)),
                               g.font1, utils.BLUE)
Esempio n. 19
0
 def display(self):  # called each loop
     if g.big:
         g.screen.fill(self.colors[1])
         utils.centre_blit(g.screen, g.big_surface, (g.sx(16), g.sy(11.5)))
     else:
         if self.sugar:
             g.screen.fill(self.colors[1])
         else:
             g.screen.blit(g.bgd, (g.sx(0), 0))
         g.screen.blit(g.box, (g.x0, g.y0))
         g.screen.blit(g.box, (g.x1, g.y1))
         if not self.sugar:
             utils.centre_blit(g.screen, g.magician, g.magician_c)
         self.draw_goal()
         utils.centre_blit(g.screen, g.turtle,
                           (g.x0 + 4 * g.dd, g.y0 + 6 * g.dd))
         self.tu.draw()
         if self.tu.win:
             utils.centre_blit(g.screen, g.smiley, (g.sx(16.6), g.sy(2.2)))
             if self.sugar:
                 self.cyan_button.set_sensitive(True)
             else:
                 buttons.on('cyan')
             if not self.journal:
                 utils.save()
         self.draw_nos()
         if not self.sugar:
             buttons.draw()
             self.slider.draw()
         if g.score > 0:
             if self.sugar:
                 self.label.set_markup(
                     '<span><big><b> %s</b></big></span>' % (str(g.score)))
             else:
                 utils.display_score()
         utils.display_number1(g.pattern, (g.sx(2.4), g.sy(2)), g.font1,
                               utils.BLUE)
Esempio n. 20
0
 def setup(self):
     group = g.level  # 1,2,3 or 4
     self.nballs = group * 3  # 3,6,9,12
     x_free = g.sx(3)
     y_free = g.sy(2.7)
     dy_free = g.sy(3.2)
     self.free_rect=pygame.Rect(x_free-self.d2,y_free-self.d2,\
                                2*self.d2,3*dy_free+self.d2)
     i = 0
     self.z = []
     self.pan_n[0] = 0
     self.pan_n[1] = 0
     for ball in self.balls:
         ball.active = False
         ball.colour = 'blue'
         if i < self.nballs:
             if i < group:
                 x, y = self.pan_posns[0][i]
                 ball.pan = 0
                 self.pan_n[0] += 1
                 ball.posn = i
             elif i < group * 2:
                 x, y = self.pan_posns[1][i - group]
                 ball.pan = 1
                 self.pan_n[1] += 1
                 ball.posn = i - group
             else:
                 x = x_free
                 y = y_free
                 y_free += dy_free
                 ball.pan = None
             ball.c0 = (x, y)
             ball.c = (x, y)
             ball.active = True
             self.z.append(ball)
         i += 1
     self.carry = None
     ind = random.randint(0, self.nballs - 1)
     self.rogue = self.balls[ind]
     self.heavy = random.randint(0, 1)
     self.count = 0
     self.show_rogue = False
     self.ms = pygame.time.get_ticks()
     self.flutter_k = None
     self.flutter_ind = None
     self.state_save = None
     self.state = 2  # level
     self.result = None
     self.red_set = False  # ensure exactly one red/gold per round
Esempio n. 21
0
 def bu_setup(self):
     self.bu = {'N': None, 'S': None, 'E': None, 'W': None, 'X': None}
     x0 = g.sx(23.2)
     y0 = g.sy(15.8)
     dx = g.sy(2.2)
     dy = dx
     for v in 'NSEWX':
         if v == 'N':
             x = x0
             y = y0 - dy
         if v == 'S':
             x = x0
             y = y0 + dy
         if v == 'E':
             x = x0 + dx
             y = y0
         if v == 'W':
             x = x0 - dx
             y = y0
         if v == 'X':
             x = x0
             y = y0
         self.bu[v] = buttons.Button(v, (x, y), True)
     buttons.Button('new', (g.sx(30), g.sy(20)), True)
Esempio n. 22
0
 def draw(self):
     g.screen.blit(self.bgd, (g.sx(0), 0))
     cxy = (g.sx(30.5), g.sy(20))
     utils.display_number(g.count, cxy, g.font2, utils.CREAM)
     for lf in lookFor:
         if not lf.found:
             utils.centre_blit(g.screen, lf.img, (lf.cx, lf.cy))
     if not self.complete and not g.setup_on:
         img = lookFor[self.find_ind[self.current_ind]].img
         cxy = (self.frame_cx, self.frame_cy)
         utils.centre_blit(g.screen, self.frame, cxy)
         utils.centre_blit(g.screen, img, cxy)
         x, y = cxy
         x -= self.frame.get_width() / 2
         x += g.sy(.24)
         y += self.frame.get_height() / 2
         y -= g.sy(.76)
         n = self.found
         s = str(n) + ' / ' + str(self.find_n)
         utils.text_blit1(g.screen, s, g.font1, (x, y), utils.BLACK, False)
     if self.complete:
         cxy = (self.frame_cx, self.frame_cy)
         utils.centre_blit(g.screen, self.frame, cxy)
         utils.centre_blit(g.screen, self.smiley, cxy)
Esempio n. 23
0
 def check_numbers(self):
     if not buttons.active('plus') and not self.correct():
         (mx,my)=pygame.mouse.get_pos()
         x1=g.sx(3);y1=g.sy(3.5);h=g.n[0].get_height()
         for i in range(len(g.top)):
             x=self.display_n(g.top[i],(x1,y1),False)
             w=x-x1
             rect=pygame.Rect(x1,y1,w,h)
             if rect.collidepoint(mx,my):
                 g.buffr.append(g.top[i]); del g.top[i]
                 buttons.on(['back','plus','times'])
                 if len(g.buffr)>1: buttons.on('equals')
                 return True#****
             x1=x+g.sp1
     return False
Esempio n. 24
0
 def buttons_setup(self):
     cx = g.sx(29.5)
     cy = g.sy(5)
     dy = g.sy(3)
     buttons.Button('cyan', (cx, cy))
     cy += dy
     buttons.Button('green', (cx, cy))
     cy += dy
     buttons.Button('red', (cx, cy))
     cy += dy
     buttons.Button('reset', (cx, cy))
     cy += dy
     buttons.Button('one', (cx, cy))
     cy += dy
     if g.pattern == 1: buttons.off('one')
Esempio n. 25
0
 def display(self):
     if g.state == 1:  # normal
         g.screen.fill(g.bgd_colour)
         self.castle.current_room.display()
         self.castle.health_display()
         utils.centre_blit(g.screen, g.bag_current_img, g.bag_cxy)
         if g.wishes > 0:
             utils.centre_blit(g.screen, g.wish_current_img, g.wish_cxy)
             x = g.wish_x
             y = g.wish_y
             utils.display_number(g.wishes, (x + g.sy(2.2), y + g.sy(.9)),
                                  g.font1)
         buttons.draw()
         if g.best > 0:
             x = g.sx(16)
             y = g.sy(20)
             utils.text_blit1(g.screen, str(g.best), g.font1, (x, y),
                              (255, 128, 255))
             x -= g.sy(1.5)
             y -= g.sy(.3)
             g.screen.blit(g.star, (x, y))
     elif g.state == 2:  # inside bag
         grey = 180
         g.screen.fill((grey, grey, grey))
         utils.centre_blit(g.screen, g.bag_base, (g.sx(16), g.sy(11.2)))
         ind = 0
         for obj in g.bag:
             if obj <> None:
                 utils.centre_blit(g.screen, obj.img0,
                                   g.inside_bag_cxy[ind])
             ind += 1
         g.screen.blit(g.inside_bag, (g.sx(0), g.sy(0)))
     elif g.state == 3:  # wishes
         self.castle.wish_display()
     elif g.state == 4:  # map
         self.castle.map_display()
Esempio n. 26
0
def setup():
    puzzle = puzzles[g.puzzle_n]
    x1 = g.sx(.2)
    x2 = g.sx(8.2)
    y1 = g.sy(1)
    y2 = g.sy(16)
    for ind in range(10):
        pce = pieces[ind]
        pce.img = utils.load_image(puzzle[ind] + '.png', True, 'pieces')
        w = pce.img.get_width()
        h = pce.img.get_height()
        x = random.randint(x1, x2 - w)
        y = random.randint(y1, y2 - h)
        pce.on_grid = False
        if ind == 0:
            x, y = g.x0, g.y0
            pce.on_grid = True
        pce.xy = x, y
        if ind == 4:
            x1 = g.sx(23.5)
            x2 = g.sx(31.5)
    g.carry = None
    g.finished = False
    g.redrawn = False
Esempio n. 27
0
 def draw(self):
     g.screen.fill(utils.BLACK)
     g.screen.blit(self.img, (g.sx(0), 0))
     if self.xy != None: utils.centre_blit(g.screen, self.circle, self.xy)
     s = self.country
     utils.text_blit(g.screen, s, g.font2, self.textxy, utils.CREAM, False)
     x, y = self.textxy
     if self.capital != '':
         s = 'Capital: ' + self.capital
         utils.text_blit(g.screen, s, g.font1, (x, y + g.sy(1.1)),
                         utils.CREAM, False)
     if self.latlon != None:
         s = self.latlon
         utils.text_blit(g.screen, s, g.font1, (x, y + g.sy(2)),
                         utils.CREAM, False)
Esempio n. 28
0
 def __init__(self):
     # grid letters
     img = utils.load_image('abcd.png', True)
     img_score = utils.load_image('abcd_score.png', True)
     wf = 0.0 + img.get_width() / 26.0
     self.h = img.get_height()
     x = 0.0
     y = 0
     self.w = int(wf)
     self.imgs = []
     self.imgs_score = []
     for i in range(26):
         self.imgs.append(img.subsurface((int(x + .5), y, self.w, self.h)))
         self.imgs_score.append(
             img_score.subsurface((int(x + .5), y, self.w, self.h)))
         x += wf
     # oval letters
     self.azs = []
     s = g.sy(1.1)
     dx = g.x0
     dy = g.sy(.5)
     for ind in range(26):
         l = chr(ind + 97)
         x, y = letters_c[ind]
         y2 = int(g.imgf * y + g.sy(.1) + .5)
         y1 = y2 - s - s
         if l in 'bdfhkl': y1 -= dy
         if l in 'gjpqy': y2 += dy
         x = int(g.imgf * x + dx + .5)
         az = AZ(l, x - s, y1, x + s, y2)
         self.azs.append(az)
     # grid cells
     self.cells = []
     s = g.sy(14.4) / 9
     x0 = g.sx(16) - s * 4.5
     y0 = g.sy(11.15) - s * 4.5
     y = y0
     ind = 0
     for r in range(9):
         x = x0
         for c in range(9):
             cell = Cell(int(x + .5), int(y + .5), r, c, ind)
             self.cells.append(cell)
             x += s
             ind += 1
         y += s
     self.side = int(s + .5)
     self.setup()
Esempio n. 29
0
 def display(self):
     g.screen.fill(self.colors[1])
     if not self.sugar:
         g.screen.blit(g.bgd, (g.sx(0), 0))
     self.let.draw()
     if self.sugar:
         self.back_button.set_sensitive(False)
         self.tick_button.set_sensitive(False)
     else:
         buttons.off(['back', 'tick'])
     if g.state in (g.STATE_PLAY, g.STATE_WRONG):
         if len(self.let.ans) > 0:
             if self.sugar:
                 self.back_button.set_sensitive(True)
             else:
                 buttons.on('back')
         if len(self.let.ans) > 1:
             if self.sugar:
                 self.tick_button.set_sensitive(True)
             else:
                 buttons.on('tick')
     buttons.draw()
     if g.state == g.STATE_RIGHT:
         ln = len(self.let.ans)
         if ln == 2:
             s = _('Your word scores one point.')
         else:
             s = _('Your word scores %s points.' % (str(2**(ln - 2))))
         utils.text_blit(g.screen, s, g.font2, g.message_cxy,
                         self.colors[0], False)
     if g.state == g.STATE_WRONG:
         s = _('Sorry, %s is not in my word list' % self.let.ans)
         utils.text_blit(g.screen, s, g.font2, g.message_cxy,
                         self.colors[0], False)
     if self.sugar:
         self.label.set_markup('<span><big><b> %s (%s)</b></big></span>' %
                               (str(g.score), str(g.best)))
     else:
         if g.score > 0:
             s = _('Total: %s' % (str(g.score)))
             utils.text_blit(g.screen, s, g.font1, g.score_cxy,
                             self.colors[0], False)
         if g.best > 0:
             s = _('Best: %s' % (str(g.best)))
             utils.text_blit(g.screen, s, g.font1, g.best_cxy,
                             self.colors[0], False)
     if g.help_on:
         utils.centre_blit(g.screen, g.help_img, g.help_cxy)
Esempio n. 30
0
 def display_score(self):
     if self.sugar:
         self.label.set_markup('<span><big><b> %s (%s)</b></big></span>' %
                               (str(int(g.score)), str(int(g.best))))
     else:
         text = g.font2.render(str(g.score), True, utils.ORANGE, utils.BLUE)
         w = text.get_width()
         h = text.get_height()
         x = g.sx(5.15)
         y = g.sy(19.6)
         d = g.sy(.3)
         pygame.draw.rect(g.screen, utils.BLUE,
                          (x - d, y - d, w + 2 * d, h + 2 * d - g.sy(.2)))
         g.screen.blit(text, (x, y))
         utils.centre_blit(g.screen, g.sparkle,
                           (x - d + g.sy(.05), y - d + g.sy(1.1)))
Esempio n. 31
0
 def __init__(self):
     self.imgs = []
     self.deck = []
     for i in range(52):
         img = utils.load_image(str(i + 1) + '.png', True, 'cards')
         self.imgs.append(img)
         self.deck.append(i + 1)
     self.back = utils.load_image('back.png', True, 'cards')
     self.width = self.back.get_width()
     self.w2 = int(self.width / 2)
     self.height = self.back.get_height()
     self.h2 = int(self.height / 2)
     self.ok = 1
     self.rule = 0
     self._centres()
     self.back_c = (int(g.sx(16)), int(g.sy(10)))
Esempio n. 32
0
 def draw_legend(self):
     g.screen.blit(self.legend, self.legend_xy)
     x, y = self.legend_xy
     x += g.sy(2)
     y += g.sy(.05)
     utils.text_blit1(g.screen,'3     6     9    12',\
                      g.font2,(x,y),utils.BLUE,False)
     y += g.sy(1.25)
     utils.text_blit1(g.screen,'2     3     3     3',\
                      g.font2,(x,y),utils.BLACK,False)
     x = g.sx(14.2)
     y += g.sy(1.75)
     dx = g.sy(1.77)
     for n in g.scores:
         utils.display_number(n, (x, y), g.font2, utils.ORANGE)
         x += dx
Esempio n. 33
0
 def buttons_setup(self):
     if self.sugar:
         self.tick_button.set_sensitive(False)
         self.back_button.set_sensitive(False)
         return
     dx = g.sy(4)
     cx = g.sx(16) - 1.5 * dx
     cy = g.sy(15)
     buttons.Button('new', (cx, cy))
     cx += dx
     buttons.Button('tick', (cx, cy))
     cx += dx
     buttons.off('tick')
     buttons.Button('back', (cx, cy))
     cx += dx
     buttons.off('back')
     buttons.Button('help', (cx, cy))
Esempio n. 34
0
 def buttons_setup(self):
     if self.sugar:
         self.tick_button.set_sensitive(False)
         self.back_button.set_sensitive(False)
         return
     dx = g.sy(4)
     cx = g.sx(16) - 1.5 * dx
     cy = g.sy(15)
     buttons.Button('new', (cx, cy))
     cx += dx
     buttons.Button('tick', (cx, cy))
     cx += dx
     buttons.off('tick')
     buttons.Button('back', (cx, cy))
     cx += dx
     buttons.off('back')
     buttons.Button('help', (cx, cy))
Esempio n. 35
0
 def display_score(self):
     if self.sugar:
         self.label.set_markup(
             '<span><big><b> %s (%s)</b></big></span>' % (
                 str(int(g.score)), str(int(g.best))))
     else:
         text = g.font2.render(str(g.score), True, utils.ORANGE, utils.BLUE)
         w = text.get_width()
         h = text.get_height()
         x = g.sx(5.15)
         y = g.sy(19.6)
         d = g.sy(.3)
         pygame.draw.rect(g.screen, utils.BLUE,
                          (x - d, y - d, w + 2 * d, h + 2 * d - g.sy(.2)))
         g.screen.blit(text, (x, y))
         utils.centre_blit(g.screen, g.sparkle,
                           (x - d + g.sy(.05), y - d + g.sy(1.1)))
Esempio n. 36
0
 def layout(self):
     ind = 0
     y = g.sy(1.5)
     x0 = g.sx(2)
     dx = g.sy(4)
     dy = g.sy(2.7)
     for r in range(8):
         x = x0
         for c in range(8):
             if r > 1 and r < 6 and c > 0 and c < 7:
                 pass
             else:
                 pce = self.pieces[ind]
                 pce.cx = x
                 pce.cy = y
                 ind += 1
             x += dx
         y += dy
Esempio n. 37
0
 def buttons_setup(self):
     cx = g.sx(30.25)
     cy = g.sy(6.5)
     dy = g.sy(2)
     buttons.Button('save', (cx, cy))
     cy += dy
     y1 = cy
     cy += 2 * dy
     buttons.Button('load', (cx, cy))
     cy += dy
     y2 = cy
     cy += 2 * dy
     buttons.Button('clear', (cx, cy))
     cy += dy
     self.save_c = (cx, y1)
     self.load_c = (cx, y2)
     if g.saves_n == 0: buttons.off('load')
     self.load_d = g.sy(.5)  # half size of number for clicking
Esempio n. 38
0
 def __init__(self, n):  # eg n=5->5x5
     self.n = n
     self.cells = []
     self.d = g.gold.get_width()
     s = self.d * n
     margin = g.sy(9.6) - s / 2
     x0 = g.sx(32) - margin - s
     y0 = margin
     y = y0
     for r in range(n):
         x = x0
         for c in range(n):
             cell = Cell(r, c, x, y)
             self.cells.append(cell)
             x += self.d
         y += self.d
     self.x0 = x0
     self.green_w = g.sy(.1)
     self.d2 = self.d / 2
Esempio n. 39
0
 def __init__(self,n): # 1,2,3 (level)
     self.nr,self.nc=rc[n-1]
     w=g.pic.get_width(); h=g.pic.get_height()
     dx=w/self.nc; dy=h/self.nr; self.dd=min(dx,dy)
     offset_x=(g.sy(32)-self.nc*self.dd)/2; offset_y=offset_x
     self.target_c=(g.sx(16),offset_y+h/2)
     self.pieces=[]
     y=0
     for r in range(self.nr):
         x=0
         for c in range(self.nc):
             img0=g.pic.subsurface(x,y,self.dd,self.dd)
             pce=piece(img0,r,c,x+g.offset+offset_x,y+offset_y)
             self.pieces.append(pce)
             x+=self.dd
         y+=self.dd
     d=g.sy(.25); x=g.offset+offset_x; y=offset_y
     w=self.nc*self.dd; h=self.nr*self.dd
     self.xywhd=x,y,w,h,d
Esempio n. 40
0
 def display(self):  # called each loop
     if g.big:
         g.screen.fill(self.colors[1])
         utils.centre_blit(g.screen, g.big_surface, (g.sx(16), g.sy(11.5)))
     else:
         if self.sugar:
             g.screen.fill(self.colors[1])
         else:
             g.screen.blit(g.bgd, (g.sx(0), 0))
         g.screen.blit(g.box, (g.x0, g.y0))
         g.screen.blit(g.box, (g.x1, g.y1))
         if not self.sugar:
             utils.centre_blit(g.screen, g.magician, g.magician_c)
         self.draw_goal()
         utils.centre_blit(g.screen, g.turtle,
                           (g.x0 + 4 * g.dd, g.y0 + 6 * g.dd))
         self.tu.draw()
         if self.tu.win:
             if self.sugar:
                 if self.good_job is None:
                     path = self.parent.good_job_image_path()
                     self.good_job = utils.load_image(path, True)
                 if g.w > g.h:
                     utils.centre_blit(
                         g.screen, self.good_job, (g.sx(7), g.sy(17)))
                 else:
                     utils.centre_blit(g.screen, self.good_job, (g.sx(7),
                                                                 g.sy(38)))
             else:
                 utils.centre_blit(g.screen, g.smiley, (g.sx(16.6),
                                                        g.sy(2.2)))
             if self.sugar:
                 self.cyan_button.set_sensitive(True)
             else:
                 buttons.on('cyan')
             if not self.journal:
                 utils.save()
         self.draw_nos()
         if not self.sugar:
             buttons.draw()
             self.slider.draw()
         if g.score > 0:
             if self.sugar:
                 self.parent.update_score(int(g.score))
             else:
                 utils.display_score()
         utils.display_number1(g.pattern, (g.sx(2.4), g.sy(2)),
                               g.font1, utils.WHITE)
Esempio n. 41
0
    def run(self, restore=False):
        self.g_init()
        if not self.journal:
            utils.load()
        load_save.retrieve()
        self.aim = simon.Simon(1200)  # arg is glow time
        if self.sugar:
            self.set_delay(800)
        else:
            self.set_delay()
        self.player = simon.Simon(200)
        if restore:
            self.restore_pattern()
            self.aim.started = True
        if self.sugar:
            self.green_button.set_sensitive(True)
            self.back_button.set_sensitive(False)
        else:
            bx = g.sx(22.42)
            by = g.sy(20.8)
            buttons.Button('green', (bx, by), True)
            buttons.Button('back', (bx, by), True)
            buttons.off('back')
            self.slider = slider.Slider(g.sx(9), g.sy(20.8), 3, utils.BLUE)
        self.rc = rc_skip_last.RC(3, 5)
        if self.canvas is not None:
            self.canvas.grab_focus()
        ctrl = False
        pygame.key.set_repeat(600, 120)
        key_ms = pygame.time.get_ticks()
        going = True
        while going:
            if self.journal:
                # Pump GTK messages.
                while gtk.events_pending():
                    gtk.main_iteration()

            # Pump PyGame messages.
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    if not self.journal:
                        utils.save()
                    going = False
                elif event.type == pygame.MOUSEMOTION:
                    g.pos = event.pos
                    g.redraw = True
                    if self.canvas is not None:
                        self.canvas.grab_focus()
                    self.mouse_set()
                elif event.type == pygame.MOUSEBUTTONDOWN:
                    g.redraw = True
                    if event.button == 1:
                        self.do_click()
                        self.flush_queue()
                elif event.type == pygame.KEYDOWN:
                    # throttle keyboard repeat
                    if pygame.time.get_ticks() - key_ms > 110:
                        key_ms = pygame.time.get_ticks()
                        if ctrl:
                            if event.key == pygame.K_q:
                                if not self.journal:
                                    utils.save()
                                going = False
                                break
                            else:
                                ctrl = False
                        if event.key in (pygame.K_LCTRL, pygame.K_RCTRL):
                            ctrl = True
                            break
                        self.do_key(event.key)
                        g.redraw = True
                        self.flush_queue()
                elif event.type == pygame.KEYUP:
                    ctrl = False
            if not going:
                break
            if self.sugar:
                if g.player_n == 0 and not self.green_button.get_sensitive():
                    self.back_button.set_sensitive(True)
            else:
                if g.player_n == 0 and not buttons.active('green'):
                    buttons.on('back')
            self.player.do()
            self.aim.do()
            if g.redraw:
                self.display()
                if g.version_display:
                    utils.version_display()
                if self.aim.running or self.aim.glow_active:
                    pass
                else:
                    g.screen.blit(g.pointer, g.pos)
                pygame.display.flip()
                g.redraw = False
            g.clock.tick(40)
Esempio n. 42
0
    def run(self, restore=False):
        self.g_init()
        if not self.journal:
            utils.load()
        load_save.retrieve()
        if restore:
            self.restore_pattern()
        else:
            g.delay = (3 - g.level) * 400
        self.tu = my_turtle.TurtleClass()
        self.tu.current = [1, 1, 1, 3, 2]
        self.get_goal()
        if g.pattern == 1:
            self.tu.current = utils.copy_list(g.goal)
        self.tu.setup(self.colors[0])
        g.numbers = utils.copy_list(self.tu.current)
        #buttons
        x = g.sx(7.3)
        y = g.sy(16.5)
        dx = g.sy(2.6)

        if not self.sugar:
            buttons.Button("cyan", (x, y), True)
            x += dx
            buttons.off('cyan')
            buttons.Button("green", (x, y), True)
            x += dx
            buttons.Button("red", (x, y), True)
            x += dx
            buttons.Button("black", (x, y), True)
            x += dx
            self.slider = slider.Slider(g.sx(23.5), g.sy(21), 3, utils.YELLOW)

        self.mouse_1st_no()  # to 1st number
        if self.canvas is not None:
            self.canvas.grab_focus()
        ctrl = False
        pygame.key.set_repeat(600, 120)
        key_ms = pygame.time.get_ticks()
        going = True
        while going:
            if self.journal:
                # Pump GTK messages.
                while gtk.events_pending():
                    gtk.main_iteration()

            # Pump PyGame messages.
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    if not self.journal:
                        utils.save()
                    going = False
                elif event.type == pygame.MOUSEMOTION:
                    g.pos = event.pos
                    g.redraw = True
                    if self.canvas is not None:
                        self.canvas.grab_focus()
                elif event.type == pygame.MOUSEBUTTONDOWN:
                    g.redraw = True
                    if g.big:
                        g.big = False
                    else:
                        bu = buttons.check()
                        if bu != '':
                            self.do_button(bu)
                            self.flush_queue()
                        elif not self.sugar:
                            if utils.mouse_on_img1(g.magician, g.magician_c):
                                self.help2()
                            elif utils.mouse_in(g.x1, g.y0, g.x1 + g.bw,
                                                g.y0 + g.bw):
                                self.big_pic()
                            elif self.slider.mouse():
                                g.delay = (3 - g.level) * 400
                            else:
                                g.show_help = False
                                self.check_nos(event.button)
                        else:
                            g.show_help = False
                            self.check_nos(event.button)
                elif event.type == pygame.KEYDOWN:
                    # throttle keyboard repeat
                    if pygame.time.get_ticks() - key_ms > 110:
                        key_ms = pygame.time.get_ticks()
                        if ctrl:
                            if event.key == pygame.K_q:
                                if not self.journal:
                                    utils.save()
                                going = False
                                break
                            else:
                                ctrl = False
                        if event.key in (pygame.K_LCTRL, pygame.K_RCTRL):
                            ctrl = True
                            break
                        self.do_key(event.key)
                        g.redraw = True
                        self.flush_queue()
                elif event.type == pygame.KEYUP:
                    ctrl = False
            if not going:
                break
            if self.tu.running:
                self.tu.move()
            if not g.crash_drawn:
                g.crash_drawn = True
                g.redraw = True
            if g.redraw:
                self.display()
                if g.version_display:
                    utils.version_display()
                g.screen.blit(g.pointer, g.pos)
                pygame.display.flip()
                g.redraw = False
            g.clock.tick(40)
Esempio n. 43
0
 def buttons_setup(self):
     if not self.sugar:
         buttons.Button('new', (g.sx(16), g.sy(20.8)))
Esempio n. 44
0
    def run(self, restore=False):
        self.black = False
        g.init()
        if not self.journal:
            utils.load()
        load_save.retrieve()
        x = g.sx(26)
        y = g.sy(11.2)
        if not self.sugar:
            buttons.Button("new", (x, y))
        x, y = g.cxy2
        dx = g.sy(4)
        self.back_button = buttons.Button("back", (x, y))
        x += dx
        buttons.Button("plus", (x, y))
        x += dx
        buttons.Button("times", (x, y))
        x += dx
        buttons.Button("equals", (x, y))
        self.ops = ['back', 'plus', 'times', 'equals']
        if not self.sugar:
            self.slider = slider.Slider(g.sx(22.4), g.sy(20.5), 10,
                                        utils.GREEN)
        self.mouse_auto = True
        self.anim_ms = None

        self.level1()  # initial animation
        self.scored = False
        if restore:
            g.score = self.save_score
        ctrl = False
        pygame.key.set_repeat(600, 120)
        key_ms = pygame.time.get_ticks()
        going = True
        if self.canvas is not None:
            self.canvas.grab_focus()
        while going:
            if self.journal:
                # Pump GTK messages.
                while gtk.events_pending():
                    gtk.main_iteration()

            # Pump PyGame messages.
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    if not self.journal:
                        utils.save()
                    going = False
                elif event.type == pygame.MOUSEMOTION:
                    g.pos = event.pos
                    g.redraw = True
                    if self.canvas is not None:
                        self.canvas.grab_focus()
                elif event.type == pygame.MOUSEBUTTONDOWN:
                    g.redraw = True
                    self.anim_end()
                    if event.button == 1:
                        bu = buttons.check()
                        if bu == '':
                            if not self.check_numbers():
                                if not self.sugar:
                                    if self.slider.mouse():
                                        self.level1()
                        else:
                            self.do_button(bu)  # eg do_button('plus')
                    self.flush_queue()
                elif event.type == pygame.KEYDOWN:
                    self.anim_end()
                    # throttle keyboard repeat
                    if pygame.time.get_ticks() - key_ms > 110:
                        key_ms = pygame.time.get_ticks()
                        if ctrl:
                            if event.key == pygame.K_q:
                                if not self.journal:
                                    utils.save()
                                going = False
                                break
                            else:
                                ctrl = False
                        if event.key in (pygame.K_LCTRL, pygame.K_RCTRL):
                            ctrl = True
                            break
                        self.do_key(event.key)
                        g.redraw = True
                        self.flush_queue()
                elif event.type == pygame.KEYUP:
                    ctrl = False
            if not going:
                break
            self.animation()
            if g.redraw:
                self.display()
                if g.version_display:
                    utils.version_display()
                if not self.black:
                    g.screen.blit(g.pointer, g.pos)
                pygame.display.flip()
                g.redraw = False
            g.clock.tick(40)